Track revamps and replacements for STK 2.0
Posted: 26 Apr 2019, 18:06
SuperTuxKart 1.0 having been recently released, it's time to think forward.
We will have a smaller release later this year with bugfixes and non-gameplay improvements, and with the same set of track (the intention is to keep 1.1 fully compatible with 1.0 for online play, etc.).
But for STK 2.0, which will come after that, we'd like to phase out the most graphically outdated tracks (see my track evaluation thread here : https://forum.freegamedev.net/viewtopic.php?f=17&t=11374).
If you have 3D modelling skills and/or are interested to participate in this improvement, let us know by replying to this thread.
The relevant tracks are :
- Nessie's Pond (Scotland) : the gameplay is rather good though it lacks an extra bit of challenge. Rather than a from-scratch replacement, the best would likely be an overhaul. Besides making models (and as much as possible, textures) on par with better tracks, there could be some pathing changes : instead of going directly from the sea front to the lake, the tunnel could be reoriented and the road have the player go through some highlands decorum (with a secret "hard but a bit faster" path) before going back to the lake. The specifics would need more work.
- Hacienda : Samuncle already has an advanced draft of a visual overhaul, so he'll handle this one. Gameplay should stay the same besides a fix to the zipper-ramp.
- Snow Peak : this track is a good fit for a from-scratch replacement. Sven already has a snow-themed track project, so this will probably be it.
- Fort Magma : as it is the final track of the game, it requires extra attention. As making the gameplay better with better pathing and dynamic obstacle is just as important as getting rids of the very polygonal models, it might be easiest to start from scratch.
- Shifting Sands : this track is somewhat boring. Visual improvements would be nice, a deeper overhaul and or a complete replacement too.
There is also one non-official track which could see inclusion if it receives a visual overhaul (no pathing changes required) : Paradise Peaks. The only blend I've found is a 0.8 compatible one however : https://forum.freegamedev.net/viewtopic.php?f=17&t=5631 . That version also doesn't have some graphical enhancements, but it shouldn't be an issue as it would have to be overhauled anyway.
If someone is interested, while Green Valley has been taken out of the main release, with a proper visual overhaul it could make its way back (while of course keeping Black Forest) as the gameplay was nice.
With lower priority (they look better than the tracks listed above) :
- Zen Garden : It looks rather good compared to the previously listed tracks, so is of lower priority. It now has good water, but still suffer from terrible grass (shapeless texture, too dark), and low polygon road/models in some spots (including exceedingly regular road to wall transition). There are also some annoying invisible walls it would be good to eliminate. The upscale has been wrongly reverted in 1.0, it will have to be restored. Pathing changes are not required though there is potential for a bigger Zen Garden.
- The Old Mine : the gameplay is good, and adding a newbie path alternative to the bridge may be too much work to be worth it. So it would be pure visual enhancements : 1)finding decent textures. The dirt textures are awful. Some more rocks could be also used. 2)Better looking water (maybe muddy rather than transparent ?), splash effect and well-timed rescue when falling in it. 3) Have the long wooden bridge look like it's really made of planks, the shape (esp. on the left/right borders) gives up this is just one big textured blob. 4)Improve all the inappropriately low-poly models. The road-to-wall transitions are way too regular. In general, the walls/ceiling should not be butter smooth (unrealistic and poor looking), but excessively regular edge like the current road/wall borders aren't better. 5)Any good improvement I didn't list here.
- Northern Resort : a lot of low-poly models/road parts to improve. Any other visual improvement welcome.
- Volcano Island : the track is rather good looking, but the sand and grass are bland, there are texture transitions to improve/create, polygonal curves to smooth and some visible low-poly models. It would be also nice if the trees didn't look like shiny plastic toys. The part with the magma around also should receive graphical enhancements : less smooth lava pools, bigger height difference with the road, instant rescue on touch (right now, the rescue plane is well below the magma surface), and any other way to make it look better.
We will have a smaller release later this year with bugfixes and non-gameplay improvements, and with the same set of track (the intention is to keep 1.1 fully compatible with 1.0 for online play, etc.).
But for STK 2.0, which will come after that, we'd like to phase out the most graphically outdated tracks (see my track evaluation thread here : https://forum.freegamedev.net/viewtopic.php?f=17&t=11374).
If you have 3D modelling skills and/or are interested to participate in this improvement, let us know by replying to this thread.
The relevant tracks are :
- Nessie's Pond (Scotland) : the gameplay is rather good though it lacks an extra bit of challenge. Rather than a from-scratch replacement, the best would likely be an overhaul. Besides making models (and as much as possible, textures) on par with better tracks, there could be some pathing changes : instead of going directly from the sea front to the lake, the tunnel could be reoriented and the road have the player go through some highlands decorum (with a secret "hard but a bit faster" path) before going back to the lake. The specifics would need more work.
- Hacienda : Samuncle already has an advanced draft of a visual overhaul, so he'll handle this one. Gameplay should stay the same besides a fix to the zipper-ramp.
- Snow Peak : this track is a good fit for a from-scratch replacement. Sven already has a snow-themed track project, so this will probably be it.
- Fort Magma : as it is the final track of the game, it requires extra attention. As making the gameplay better with better pathing and dynamic obstacle is just as important as getting rids of the very polygonal models, it might be easiest to start from scratch.
- Shifting Sands : this track is somewhat boring. Visual improvements would be nice, a deeper overhaul and or a complete replacement too.
There is also one non-official track which could see inclusion if it receives a visual overhaul (no pathing changes required) : Paradise Peaks. The only blend I've found is a 0.8 compatible one however : https://forum.freegamedev.net/viewtopic.php?f=17&t=5631 . That version also doesn't have some graphical enhancements, but it shouldn't be an issue as it would have to be overhauled anyway.
If someone is interested, while Green Valley has been taken out of the main release, with a proper visual overhaul it could make its way back (while of course keeping Black Forest) as the gameplay was nice.
With lower priority (they look better than the tracks listed above) :
- Zen Garden : It looks rather good compared to the previously listed tracks, so is of lower priority. It now has good water, but still suffer from terrible grass (shapeless texture, too dark), and low polygon road/models in some spots (including exceedingly regular road to wall transition). There are also some annoying invisible walls it would be good to eliminate. The upscale has been wrongly reverted in 1.0, it will have to be restored. Pathing changes are not required though there is potential for a bigger Zen Garden.
- The Old Mine : the gameplay is good, and adding a newbie path alternative to the bridge may be too much work to be worth it. So it would be pure visual enhancements : 1)finding decent textures. The dirt textures are awful. Some more rocks could be also used. 2)Better looking water (maybe muddy rather than transparent ?), splash effect and well-timed rescue when falling in it. 3) Have the long wooden bridge look like it's really made of planks, the shape (esp. on the left/right borders) gives up this is just one big textured blob. 4)Improve all the inappropriately low-poly models. The road-to-wall transitions are way too regular. In general, the walls/ceiling should not be butter smooth (unrealistic and poor looking), but excessively regular edge like the current road/wall borders aren't better. 5)Any good improvement I didn't list here.
- Northern Resort : a lot of low-poly models/road parts to improve. Any other visual improvement welcome.
- Volcano Island : the track is rather good looking, but the sand and grass are bland, there are texture transitions to improve/create, polygonal curves to smooth and some visible low-poly models. It would be also nice if the trees didn't look like shiny plastic toys. The part with the magma around also should receive graphical enhancements : less smooth lava pools, bigger height difference with the road, instant rescue on touch (right now, the rescue plane is well below the magma surface), and any other way to make it look better.